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  1. - Top - End - #1
    Dwarf in the Playground
     
    stormywaters's Avatar

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    Nov 2010

    Default [Homebrew RPG] Zombies!

    Hey everyone! This is a work in progress, so bear with me. Feel free to ask questions.

    I have moved all the information to a newly created blog, so I can more easily update, format, and share it with everyone. So if you're interested, click this handy-dandy link: http://homebrewnook.blogspot.com/201...mbies-rpg.html

    The Classes:
    • Bruiser - Military or policeman that was killed by the hordes. Came back to life, still wearing his body armor and knows how to use weapons. Big trouble for the people trying to kill him!

      NOTE: The below information is being kept for historical reference. The most recent information is here.

      Spoiler
      Show
      Starting talents:
      Armor – You gain a +1 class bonus to AC
      Weapon Use (single) – Choose one simple weapon. You can now use that weapon, if you find one.

      Talent Trees:

      Armored Talent Tree: The zombie learns to make better use of the armor it died in.

      Extra Armor: The zombie gains +2 class bonus to AC

      Improved Extra Armor: The zombie gains an additional +2 class bonus to AC (total of +4)
      - Requires Extra Armor

      Advanced Armor: The zombie gains an additional +2 class bonus to AC (total of +6)
      - Requires Improved Extra Armor

      Bulletproof: You reduce all damage dealt to you by guns by 2 points per attack.
      - Requires Improved Extra Armor

      Invulnerable: You gain the "Invulnerable" power:
      Invulnerable - Recharge Encounter
      Minor Action
      Targets: Personal
      Result: Until the start of your next turn, you cannot take damage.
      - Requires Advanced Armor

      ------------------------------

      Weapon Skill Talent Tree: The zombie recalls weapon usage learned in life.

      Weapon Skill – Simple: The zombie learns to use all simple weapons.

      Weapon Skill – Moderate: The zombie learns to use moderate weapons.
      - Requires Weapon Skill – Simple

      Weapon Skill – Guns: The zombie learns to fire guns, but cannot reload or unjam them.
      - Requires Weapon Skill - Moderate

      Advanced Weapon Skill – Simple: The zombie gains a +1 bonus to hit and a +1 bonus to damage with simple weapons.
      - Requires Weapon Skill – Simple

      Advanced Weapon Skill – Moderate: The zombie gains a +1 bonus to hit and a +1 bonus to damage with moderate weapons.
      - Requires Weapon Skill – Moderate

      Advanced Weapon Skill – Guns: The zombie can now reload and unjam guns, and gains a +1 bonus to hit with guns.
      - Requires Weapon Skill - Guns

      ------------------------------

      PARTIAL TREE IN PROGRESS


      Rager Talent Tree: The plague has made you berserk, granting superhuman abilities, but at a cost.

      Blood Frenzy: Once per encounter, after an adjacent enemy has taken at least 1 point of damage, you can enter a Blood Frenzy, which lasts for a number of rounds equal to (3 + your Resilience modifier):
      o While in this Blood Frenzy, you gain a +2 bonus to melee attack rolls, a +2 to bonus melee damage rolls, and you take a -2 penalty to AC. While you are in this state, you cannot make ranged attacks or use spells, and you must attack the nearest enemy each turn; if no enemies remain, you must attack the nearest creature, even if it is a friend.
      o When the Blood Frenzy ends, you are weakened and slowed for a number of rounds equal to the number of rounds you were Frenzied, minus your Resilience modifier.

      Vitalizing Frenzy: While you are in a Blood Frenzy, you gain temporary hit points equal to your Resilience modifier at the start of each of your turns.
      - Requires Blood Frenzy

      Terrifying Fury: While you are in a Blood Frenzy, you have an aura of fear. You gain a +2 bonus to Intimidate checks. You can make an Intimidate check against each enemy adjacent to you, except one enemy you specify, with a DC equal to (15 + the target’s level). For each enemy that you successfully Intimidate, that enemy must take a move action on their next turn to move their speed away from you, and they cannot move closer to you until the start of their next turn. Moving away from you as a result of this ability does not provoke opportunity attacks.
      - Requires Blood Frenzy

    • Zombrat - A child that was turned into a zombie. Not as strong or fast, but plays on human psychology: people have a tough time killing a child.

      NOTE: The below information is being kept for historical reference. The most recent information is here.

      Spoiler
      Show
      Mind Game Talent Tree: The zombie manipulates people, using its childish appearance as a weapon.

      Harmless Appearance: Enemies don’t see you as a threat, and ignore you most of the time. Each round, enemies must succeed on a Willpower test (DC 15 + ½ your level) or they cannot attack you that round. Once you attack a creature, that creature is immune to this effect for the remainder of the encounter.

      Helpless Appearance: Using your child-like frailty, you lure your unwitting prey out of hiding and into your reach. You gain the “Help Me!” Power:
      Help Me! - No Recharge
      Standard Action - No attack roll
      Targets: One creature within 5 squares that can see and hear the zombrat

      Result: At the start of the target’s next turn, the target makes a Willpower Test (DC = 15 + ½ your level). If they fail the test, they spend their turn moving as close to you as possible and attempting to calm you. They can take no actions other than to speak to you. At the start of each of the target’s turns, they can make another Willpower test; if they fail, they continue to believe you are in need of assistance, and the effect continues. If they succeed, the effect ends and they are immune to this effect permanently.

      Special: This effect ends as soon as the target takes damage.
      - Requires Harmless Appearance

      Frightening Appearance: Your creepy appearance scares people more than full-sized zombies do! Each enemy within 5 squares of you that can also hear and see you must make a Willpower test at the start of each turn. If they fail the test, they must immediately move out of the range of this power. If they cannot move out of range of this power, they move as far as possible and then cower. You may suppress or resume this power as a minor action.
      - Requires Helpless Appearance

      Improved Harmless Appearance: Increase the DC of Harmless Appearance to 15 + your level.
      - Requires Harmless Appearance

      Improved Helpless Appearance: Enemies do not make a Willpower test the first round you use this power against them.
      - Requires Helpless Appearance

      Improved Frightening Appearance: Increase the range of Frightening Appearance to 10 squares.
      - Requires Frightening Appearance

      ------------------------------

      Low-Strike Talent Tree: Being so low to the ground makes it tough to reach the sweet spots, so you gotta bring 'em down to your level!

      Hamstring: Whenever you attack a creature’s legs, that creature is slowed until they receive medical assistance.

      Unexpected Strike: When you’re behind a creature and attack its legs, you deal an additional 1d6 damage for every two levels of Zombrat you have.

      Tendon Snap: Each time you would deal extra damage with Unexpected Strike, you may skip the extra damage to attempt to snap your enemy’s tendons. The enemy must make a Resilience test (DC = 15 + ½ your level); if they fail, they fall prone and cannot stand (until they receive medical assistance).
      - Requires Unexpected Strike

      ------------------------------

      Imagination Talent Tree: Your childish imagination becomes reality due to some strange aspect of your plague.

      Imagination Rank 1: You gain the ability to manifest powers. Your manifester level is equal to your Zombrat levels (see Powers, chapter 5), to a maximum at level 3.

      Imagination Rank 2: Your powers grow. Increase your maximum manifester level to 6; it is still no higher than your levels in Zombrat, but the maximum is now higher.
      - Requires Imagination Rank 1

      Imagination Rank 3: Your powers grow. Increase your maximum manifester level to 10; it is still no higher than your levels in Zombrat, but the maximum is now higher.
      - Requires Imagination Rank 2

      Improved Imagination: Increase the DCs of all powers you manifest by 1.
      - Special: You may take this talent multiple times.
      - Requires Imagination Rank 1

      Enhanced Imagination: You learn 2 new powers, each of which must be one level lower than the highest power you can manifest.
      - Special: You may take this talent multiple times.
      - Requires Imagination Rank 2

      Advanced Imagination: Increase damage dice of your powers by one step (for example: your powers that deal some number of d6 damage now deal that same number of d8 damage).
      - Requires Imagination Rank 3, Improved Imagination


    • The Crawler - Zombie without legs. Slow, to be sure, but also strong (dragging your body makes you tough). Has a subtle advantage, in that people don't often see you coming if you aren't out in the open. You can pop out from under a table or inside a cabinet!

      NOTE: The below information is being kept for historical reference. The most recent information is here.

      Spoiler
      Show
      Starting Talents:
      Legless – Your speed is equal to your Strength modifier. You gain a climb speed equal to half your speed.
      Hidden Threat – While a non-crawler zombie is within 10 squares of an enemy, that enemy does not react to you until you attack it. (It’s not that they can’t see you, but they are more concerned with bigger threats!)

      Talent Trees:
      Piggyback Talent Tree: You can overpower your enemies and use their bodies to your advantage.

      Piggyback: You gain the “Piggyback” power:
      Piggyback - No Recharge
      Standard Action - Opposed Strength Test

      Requirements: You must be behind your target, and on top of a piece of furniture (or another object) at least waist height to your target.
      Targets: One adjacent enemy

      Effect: If you succeed on the opposed Strength check, you climb on your opponent’s back, and are now considered “piggybacked”. While piggybacked, you use your target’s movement modes and movement speed. Additionally, you cannot attack any other creatures, you may only attack once per round, and you may only use your bite attack. Creatures that attack you take a -2 on attack rolls (unless they are directly behind you).

      Special: Your target may make an opposed Strength check against you to remove you, as a full round action. Otherwise this effect lasts until you choose to end it, or until the target dies.
      Improved Piggyback: While you are piggybacked, you can force your target to attack. On your turn, you can skip your normal attack to make your full number of attacks (as though you weren’t piggybacked) against an adjacent creature. Use your own Strength and attack bonus, but your enemy’s weapon damage.
      - Requires Piggyback

      Advanced Piggyback: You tap directly into your opponent’s spinal cord when you use Piggyback. Your target cannot make opposed Strength tests to remove you, and you can take your normal allotment of moves, using your target’s movement modes, speed, and weapon damage. When you choose to no longer be piggybacked, your target returns to normal.
      - Requires Improved Piggyback

      Practiced Piggyback: You gain a +2 talent bonus to Strength checks against piggyback targets.
      - Requires Piggyback

      Piggyback Defense: You gain the “Piggyback Defense” power:
      Piggyback Defense - Recharge 6
      Interrupt - Opposed Strength Test vs Piggybacked Opponent
      Trigger:
      An enemy makes a melee attack roll against you

      Result: If you succeed on the opposed Strength test, you successfully turn your piggybacked opponent around to face the attack. Your piggybacked opponent takes all damage from the attack.
      - Requires Piggyback
      Note: It will be explained in the book what recharge means. Recharge 6 means you roll a d6 at the start of your turn; a 6 means the power is ready to use again

      ------------------------------

      PARTIAL TREE IN PROGRESS


      Gotcha! Talent Tree: They didn’t even see you coming.

      Surprise Strike: While an enemy doesn’t notice you, your attacks against that enemy deal an additional 1d6 damage. Yes, this also works with your Hidden Threat ability!

      Hide in Plain Sight: You vanish into the shadows, under furniture, or out of your opponent’s field of vision. You gain the “Hide in Plain Sight” power:
      Hide in Plain Sight - No Recharge
      Full Round - No Roll
      Targets:
      An adjacent enemy

      Result: The enemy is affected by your “Hidden Threat” talent, as though you had not attacked that enemy this encounter; the target must still meet the other requirements of “Hidden Threat”.
      Improved Surprise Strike: Increase your Surprise Strike damage by one die size.
      - Requires Surprise Strike

      Subtle Surprise Strike: When you deal damage with your Surprise Strike, your enemy doesn’t notice you until the start of your next turn.
      - Requires Surprise Strike, level 5

      NOTE: I will be adding another talent at the end of the tree (after I sort out a couple more talents) with the following theme behind it: If an enemy is running away or if an enemy doesn't know there is any nearby danger (like they haven't seen your party or anything), you can teleport next to them and make an attack. This would be an encounter or daily type thing, but it is supposed to represent the fact that in movies, people are always suddenly caught by the legless zombie out of nowhere, no matter how unlikely it is.

    • Putrefactor - You are a host of infection and disease, which sickens and damages nearby humans.

      NOTE: The below information is being kept for historical reference. The most recent information is here.

      Spoiler
      Show
      Starting Talents:
      Diseased Blood – Enemies that bite you take 1d6 poison damage. In addition, when you become bloodied each enemy adjacent to you takes 1d6 poison damage.
      Diseased Saliva – You can spit at enemies adjacent to you. Treat this as a ranged attack that does not provoke opportunity attacks and deals 1d4 poison damage. In addition, your bite attacks deal an additional 1d4 poison damage.

      Disease Cloud Talent Tree: Your diseases seep out of you, spreading to nearby foes.

      Disease Cloud: At the start of your turn, each enemy adjacent to you must make a Resilience test (DC = 12 + ½ your Putrefactor class level); if they fail, they spend their next turn nauseated.

      Extended Disease Cloud: Increase the range of your disease cloud by 1 square.
      - Special: You may take this talent multiple times
      - Requires Disease Cloud

      Virulent Disease Cloud: Increase the DC of your Disease Cloud by 2.
      - Special: You may take this talent multiple times
      - Requires Disease Cloud

      Pestilent Disease Cloud: Each enemy that fails its Resilience test against your Disease Cloud takes 1d6 poison damage.
      - Requires Virulent Disease Cloud

      Plague Master: Increase the poison damage you deal (from all sources) by 1d6 per three Putrefactor class levels.
      - Requires Pestilent Disease Cloud

      ------------------------------

      Consumptive Infection Talent Tree: A mere bite can kill.

      Consumptive Infection: When you make a successful bite attack against a creature, that creature becomes infected by your Consumptive Infection.
      Creatures infected with your Consumptive Infection must pass a Resilience test (DC = 10 + ½ your Putrefactor class level) at the start of its turn or take 1d6 poison damage. The first time a creature succeeds on a Resilience test, the infection is removed. Note: A creature can’t be subjected to more than one of your infections at a time.

      Virulent Infection: Increase the DC of your Consumptive Infection by 2.
      - Special: You may take this talent multiple times
      - Requires Consumptive Infection

      Caustic Infection: Increase the damage of your Consumptive Infection by one die step.
      - Special: You may take this talent multiple times
      - Requires Consumptive Infection

      Nauseating Infection: Creatures infected with your Consumptive Infection are nauseated in addition to any other effects.
      - Requires Consumptive Infection

      Weakening Infection: Whenever a creature fails the Resilience test to resist your Consumptive Infection, it takes a cumulative -1 penalty to further tests to resist the infection. This penalty lasts until the creature succeeds on a Resilience test to resist your Consumptive Infection.
      - Requires Consumptive Infection, level 5

      Accelerated Infection: Whenever a creature fails the Resilience test to resist your Consumptive Infection, it takes 1d6 additional poison damage for each consecutive time it has failed this test (the first time it fails the test it takes an extra 1d6 damage, the second time fails the test it takes an extra 2d6 damage, and so on).
      - Requires Consumptive Infection, level 7

      ------------------------------

      Spitting Plague Talent Tree: A mere bite can kill.

      Spitting Plague: Increase the range you can spit your Diseased Saliva to 5 squares and increase the damage to 1d6 poison damage (this increased damage affects your bite attacks also).

      Enhanced Poison: Increase the range you can spit your Diseased Saliva by 5 squares, and increase the damage by one die step.
      - Special: You can take this talent two times
      - Requires Spitting Plague

      Lingering Plague: When you spit your Diseased Saliva, the target’s square is filled with a cloud of poison until the end of your next turn. Each living creature that starts or ends its turn in the square takes 1d6 poison damage.
      - Requires Spitting Plague

      Spreading Plague: When you spit your Diseased Saliva, the target’s square and each square adjacent to it is filled with a cloud of poison until the end of your next turn. Each living creature that starts or ends its turn in the square takes 1d6 poison damage.
      - Requires Lingering Plague

      Split Shot: You can spit your Diseased Saliva at two creatures with each attack, as long as those creatures are within three squares of each other.
      - Requires Spitting Plague

      Endless Plague: The cloud of poison created by your Lingering Plague or Spreading Plague lasts until the end of the encounter.
      - Requires Spitting Plague, either Lingering Plague or Spreading Plague, level 7.


    • Preserved - You appear mostly human still, and can easily blend in with other humans.

      NOTE: The below information is being kept for historical reference. The most recent information is here.

      Spoiler
      Show
      Starting Talents:
      Blend In – Most humans don’t realize you are undead until you make it obvious. You can’t use items or speak (unless you have talents that allow you to), but you can walk around in public and not draw attention immediately. This ability is most-useful blending in with crowds or anonymous groups of people.
      Limited Motor Skills – You can manipulate simple objects, such as doorknobs, levers, or pick up items, though you cannot necessarily use items you pick up. You can’t throw items or use tools (unless a talent allows you to).

      Item Use Talent Tree – You begin to recall how to use items

      Tool Use: You gain the ability to utilize simple (and unpowered) hand tools and other small objects. This list includes (but isn’t limited to) hammers, crowbars, screwdrivers, wrenches, etc. You can even spend money! Use your imagination! Note: This does not confer the ability to wield weapons.

      Weapon Use: You can now use simple weapons.
      - Requires Tool Use

      Fine Tool Use: You can now use tools that can require fine manipulation. This includes (but is not limited to) needle and thread, pen and paper, typewriters, anything that requires using individual fingers to use properly. Note: You can use various communication media, but unless you know another language (such as Human), you cannot write anything that non-zombies would understand.
      - Requires Tool Use

      Machine Use: You can now use common machinery, though not skillfully. You can use hand-held power tools, jackhammers, and even operate vehicles (among other things); any powered objects that only require a couple of different actions at a time to use (for instance, a car only requires the use of a steering wheel and two pedals at any one time). Note: While you know how to operate a vehicle, this simply means you know how to switch from park to drive (and vice versa), how to steer, and how to use the pedals. You do not know proper driving rules (speed limits, traffic lights, lanes, etc) but you can at least stay on the road. You just know how to operate the machinery. Probably best to drive when no other traffic is around!
      - Requires Fine Tool Use

      Improved Machine Use: You know the basics of “acceptable” machine use. You can stay within the lanes, follow traffic signals, etc.
      - Requires Machine Use

      ------------------------------

      Language Talent Tree – You start to remember how to talk to others.

      Crude Language: You learn a crude version of the Human language. You can speak to humans in very short sentences (little more than “Yes”, “No”, “I’m Hungry”, etc). You might often say “Huh?” or “What?” unless people speak to you slowly and carefully. You can pass as human, but most people will think you have a mental deficiency. You will not fit in at most places, where the mentally handicapped would be out of place, so be careful not to draw attention to yourself! You can converse for a number of minutes equal to 3 + your Preserved class level before people start to catch on. You are better off getting in and out before people start asking questions!

      Improved Language: You can now talk in mostly complete sentences and convey complete thoughts, though deeper thoughts are beyond you. You lack the ability to “small talk” as well as a number of human devices (such as sarcasm, joking, or persuasion). You can only speak directly and convey the message you are attempting to convey in the simplest manner possible. You can remain undetected while conversing for a number of minutes equal to 5 + twice your Preserved class level.
      - Requires Crude Language

      Perfect Language: You can now talk completely normally. People will never know you are a zombie simply by talking to you.
      - Requires Improved Language

      Power of Persuasion: You can now persuade others to do things for you. When you’re talking to a human, you may ask them a favor. They make a Willpower check or perform the action for you, with a DC set by the favor you’re asking for:
      DC Favor Example
      20 Requires almost no effort “Can I use your pen?”
      15 Requires some movement “Can you help me carry this to my car?”
      10 Requires effort or money “Will you go downtown and pick up a drill for me?”
      5 Obviously dangerous “Climb into that throttling wood-chipper”
      +5 Seems completely harmless “Will you go get my car keys from the other room?”
      -10 Seems potentially dangerous “Come with me into this dark alley.”
      - Requires Perfect Language

    • The Ringleader - Intentionally infected themselves to build an army of the dead.

      NOTE: The below information is being kept for historical reference. The most recent information is here.

      Spoiler
      Show
      Automatic Talents:
      Raise Minion – As a standard action, select one corpse within 5 squares of you. That corpse follows your commands, but has no actions of its own. You may spend one or more of your actions to grant each of your zombie minions the same type of action, which they take during your turn (for instance you can skip your standard action to grant them each a standard action, following commands you give them). Use the following stat block:
      Strength: 10 Agility: 10
      Resilience: 10 Willpower: 8
      AC: 15 Hit Points: (Your bloodied value)
      Move Actions – Move 5 squares or shift 1 square
      Standard Actions - Attack: +4 attack bonus, 1d6 damage.
      Minor Actions: None
      You may have only one zombie minion at a time. As a minor action, you can release your control over a zombie to raise a new minion; if you do, the zombie you released dies and cannot be raised again. Raising the new zombie requires a standard action as normal.

      Twisted Mending – You gain the “Twisted Mending” power:
      Twisted Mending - Recharge 5 6
      Full Round Action - No Roll
      Targets:
      One zombie and one living creature, both within 5 squares of you

      Effect: The living creature takes 1d4 damage and the zombie target regains twice that number of hit points.

      Special: Each time this power targets one of your zombie minions, reduce that minion’s maximum number of hit points by 1.
      Talent Trees:

      Necromancer Talent Tree: Your ability to raise the dead is unmatched.

      Improved Raise Minion: You can now control two zombie minions.
      - Requires Raise Minion

      Toughened Hide: Your zombie minions gain +1 AC.
      - Special: You may take this talent multiple times

      Combat Corpse: Increase the Strength and Resilience of your zombie minions by 2.
      - Special: You may take this talent up to twice
      - Requires Toughened Hide

      Bane of the Living: When your zombie minions attack a living creature, they deal an additional 2 points of damage.
      - Special: You may take this talent multiple times
      - Requires Combat Corpse

      Improved Toughened Hide: Your zombie minions gain Resist Damage – All (1)
      - Special: You may take this talent multiple times. Each time you do, increase the resistance it grants by 1 point.
      - Requires: Toughened Hide, level 7

      Life Tap: When your zombie minions deal damage to living creatures, they regain hit points equal to the damage they dealt.
      - Requires: Raise Minion, level 9

      ------------------------------

      Cruel Surgeon Talent Tree: Your mastery over unlife allows you to knit flesh, for good or bad.

      Corpse Stitching: When you use your “Twisted Mending” power, if you are adjacent to the undead target, the undead target regains an additional 1d6 hit points.

      The Best Defense…: Each zombie minion within 5 squares of you gains a +4 bonus to AC.

      … Is a Good Offense: Each living creature within 5 squares of you takes a -4 penalty to AC, as long as a zombie minion is also within 5 squares of you.
      - Requires The Best Defense…

      Improved Corpse Stitching: Increase the bonus hit points gained by Corpse Stitching to 2d6.
      - Requires Corpse Stitching

      Advanced Mending: Increase the damage die of Twisted Mending by one step.
      - Requires Corpse Stitching

      Wave of Desecration: Once per day, as a standard action, you may have each undead creature within 5 squares of you regain 3d6 hit points. When you do, you may have each living creature within 5 squares of you take damage equal to the total hit points healed by this ability.
      - Requires Twisted Mending, level 7

      Corpse Explosion: You gain the "Corpse Explosion" power:
      Corpse Explosion - Recharge Encounter
      Standard Action
      Targets: One zombie minion you control within 10 squares.
      Result: Your zombie minion explodes, dealing damage equal to its current hit points, to each creature within 5 squares of it.
      - Requires Twisted Mending, level 9


    • The Hunter- Running zombies! They aren't as strong or durable, but they close the distance while their brethren are still getting shot at.

      NOTE: The below information is being kept for historical reference. The most recent information is here.

      Spoiler
      Show
      Automatic Talents:
      Unmatched Speed – Your speed is increased by 2. Once per day, you can spend a minor action to increase your speed by an additional 2 until the end of your turn.
      Unnatural Agility – You gain a +4 bonus to all of your Athletics checks and Acrobatics checks, and you can roll these checks twice, using either result.

      Talent Trees:

      PARTIAL TREE IN PROGRESS


      Pick Them Off Talent Tree: You specialize in separating your prey from the pack before striking.

      Shadow Stalker: While you are in an area of low light, enemies can’t see you.

      Strike from the Shadows: While you are in an area of low light, your attacks deal an additional 1d6 damage.

      What Was That?: You can make a distracting noise, or a flash of light, drawing your prey away from their friends and into your trap. You gain the “What Was That?” power:
      What Was That? - Recharge 6
      Minor Action - No Roll
      Targets:
      The nearest enemy to you, within 15 squares

      Result: The target makes a Willpower test, with a DC equal to (15 + your Hunter level). If the target fails the test, they spend their next turn moving twice their speed away from their allies, toward you. While moving, they tell their allies to wait behind while they investigate. At the start of your target’s following turn (the turn after they moved), if they haven’t noticed you, they return to their allies.
      - Requires Shadow Stalker

      To The Rafters!: You can snatch your prey and leap into the rafters to feast in safety and cover. You gain the “To The Rafters!” power:
      To The Rafters! - No Recharge
      Move Action - Opposed Strength check and Athletics check DC 15
      Targets:
      An adjacent enemy

      Result: Make an opposed Strength check, followed by an Athletics check to jump. If you succeed on the opposed Strength check, you successfully grab the target. If you also succeed on the Athletics check, you leap into the rafters – or similar area such as a loft, into trees, etc – bringing the target with you. If you succeed on both rolls with this power, you and the target are hidden in the shadows and cannot be seen by anyone on the ground.
      - Requires What Was That?

      ------------------------------

      PARTIAL TREE IN PROGRESS


      Run Them Down Talent Tree: No matter how fast your prey, they are no match for your undead speed.

      Increased Unmatched Speed: Increase the bonus of your Unmatched Speed by 1.
      - Special: You may take this talent up to three times.

      Agile Chase: When you are moving, you ignore any objects or terrain lower than waist-high (such as tables, chairs, rubble, small children, etc).
      - Requires Unnatural Agility

      Truly Unnatural Agility: You can make any or all of your movement during a turn along a wall or ceiling. If you end your turn on a wall or ceiling you fall prone.
      - Requires Unnatural Agility, level 5

      Truly Unmatched Speed: Once per round when a creature moves away from you, you may immediately move the same number of spaces, plus one extra space, towards the creature that moved away from you.
      - Requires Unmatched Speed, level 5

      ------------------------------


    • The Shambler - Stereotypical zombies; slow-moving, groaning, etc. Not great in any one category, but decent across the board. They don't suffer the drawbacks of the other classes.

      You can see the current talent trees for this class here.
    Last edited by stormywaters; 2011-01-03 at 04:38 AM.

  2. - Top - End - #2
    Dwarf in the Playground
     
    BarroomBard's Avatar

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    Jun 2007

    Default Re: [Homebrew RPG] Zombies!

    I think you have to go goofy - it would be tough to sustain a dark mood when the characters are running around craving brains and losing limbs all the time. Maybe go for a morbid humor...

    I think the roleplaying aspects should focus an existentail mystery - why are we suddenly zombies?

  3. - Top - End - #3
    Dwarf in the Playground
     
    stormywaters's Avatar

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    Nov 2010

    Default Re: [Homebrew RPG] Zombies!

    So do I make the players mostly intelligent, like almost as smart as normal humans then? I mean, if I do that, then any campaign could happen, just like any other rpg. I don't want to make the game have a specific goal, or each campaign won't feel unique.

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    Default Re: [Homebrew RPG] Zombies!

    This sounds like Urban Dead. As a tabletop RPG. Which, in my opinion, is freaking awesome.

    When does playtesting start?
    Last edited by Doggie_arf; 2010-12-25 at 03:05 AM. Reason: Adding links.

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    Default Re: [Homebrew RPG] Zombies!

    Quote Originally Posted by Doggie_arf View Post
    This sounds like Urban Dead. As a tabletop RPG. Which, in my opinion, is freaking awesome.

    When does playtesting start?
    haha! well i'm glad to see some interest at least! as soon as I can figure out the roleplaying aspect, I might want to try a little testing on the forums. i'll post vague class descriptions in the original post in a few minutes. feel free to give me ideas for special abilities.

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    Default Re: [Homebrew RPG] Zombies!

    Ok, added the classes. Feel free to suggest more. I wanted to run 8, but couldn't think of others.

    Also, feel free to suggest special abilities for each of the classes.

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    Default Re: [Homebrew RPG] Zombies!

    Need to think a bit - I'm actually a bit rusty in the zombie-related field. Hmm........

    • How were they animated in the first place? Magic? Viral infection? Sheer force of will (ala Reg Shoe of Discworld)? This could give your zombie different abilities depending on the force that drives them (for instance, your virulent undead could specialize in spreading the Virus and other toxins via natural attacks or bodily secretion. If you're feeling adventurous, these two Flash games may give you some inspiration for attacks, as well as a possible take on the intelligent zombie theme.).
    • Undead mobility - are we going with your typical lurching zombie as the norm, or the fast moving, psychotic L4D style undead ravers? If the former, would there be traits that can improve their speed, or give them some ability to slow their enemies down to their level? (Mental image of the animated front half of a corpse pulling a panicking human meatbag down for some feasting).
    • Communication - Are they capable of comprehending human speech and writing, or is that something that they can never (or have to) recover? Are they able to communicate with humankind?


    Just a few ideas from the top of my head.

    Also, thinking of zombies on a fine Christmas Day is kinda morbid. Fun, but morbid........

    ADDENDUM:

    Hmm........lemme see........

    Existing "Classes":
    Spoiler
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    • The Armored Zombie: An improved affinity for (simple) manufactured weapons (something like relearning old training in their former lives)? Possibly some ability to assimilate their body armor into their own flesh as (enhanceable) natural armor, although that could be a bit far-fetched.
    • The Child Zombie: Reminds me of the Slaymate from Libris Mortis. Bit of a tough call - perhaps some psychological abilities, like, say, fear effects/auras against humans. Or perhaps a Sympathy like effect to lure those tasty harmanz in for the kill.
    • The Crawler: Grappling and tripping for the win. Possibly an ability to climb up and "ride" on hapless humans, Jockey-style. Able to mutate/evolve those loose intestines to form a third grappling limb or combat tentacles?
    • The Rager: All related Rage-like abilities that can be adapted from normal D&D (like, say, a "Frenzied Berserker" that starts clawing at his brazzahz once all the tasty brains are gone?). Improved regeneration/strength/resilience when raging. Some biological abilities stemming from the undead equivalent of adrenaline. Intimidation abilities.
    • The Runner: Hunter pounce time! New abilities to improve movement speed and reach. Climb speeds and jump enhancements. With a spear suitably pointy object, you could be the undead version of the Hood.
    • The Shambler: As the "typical" jack-of-all-trades zombie, you could take abilities from most classes easily. Mix and match to find the best result!

    Possible New "Class" Ideas:
    Spoiler
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    • The Preserved Zombie: Has very little combat ability, but rots a lot more slowly, and retains a fair portion of its original human appearance. Can pass more easily for human than other zombie types. Easiest to pick up certain abilities to help in this regard, such as relearning (one) human language or being able to manipulate simple human technology (how about manipulating that doorknob to give your less able zombie buddies an easy way in?)
    • The Putrescent Zombie: Leaks smelly bodily fluids from every orifice. Rots faster and has very low physical integrity, but more than makes up for that as a walking biohazard. Possible abilities include coating body or natural/manufactured weapons with infectious gore, spitting or spraying said gore as a breath weapon, or manufacturing new toxins for different effects against humans/zombies. Also possible to manipulate bodily fluids (biofeedback, anyone?).
    Last edited by Doggie_arf; 2010-12-25 at 04:36 AM.

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    Default Re: [Homebrew RPG] Zombies!

    Well, if you're going T-virus style... anything an aberration can have, you can, too.

    And that could mean Awesome zombie PrCs.
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    Quote Originally Posted by Forum Rules
    . . . By agreeing to these rules, you warrant that you will not post any messages that are obscene, vulgar, sexually-oriented, hateful, threatening, or otherwise violative of any laws. . .
    So explain to me why persons on this forum advertise their sexuality, when at this level of interaction we are genderless and faceless?

    ...I want a psuedonatural familiar. Really, I do. Very much so. Please?

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    Default Re: [Homebrew RPG] Zombies!

    Well, I was working on something before that was like this. Same premise, but the class system was different. There was a basic zombie class and at first level, they got a trait they sent them on a different evolutionary branch. It was loosely based on the zombies from Left 4 Dead, with things like Hunters, Spitters, Smokers, Tanks, and the like. I made a few of my own like Mercy, which killed humans to heal other zombies, Bloodhounds, that followed Scent Trails and got Thermal Vision, and Screamers, which let out loud sonic attacks that could deafen humans and attracted zombies. My first player was starting out by himself and chose to become a Hunter. He chased down some humans into a warehouse and killed them. But then their buddies found him and started shooting at him. He took to the rafters of the warehouse and hid. He then proceeded to pick them off one by one and drag them to the top of the shelves. I think he threw one of the bodies at an unsuspecting human. Scared the crap out of the guy and the player then proceeded to have a Human Sandwhich. Fun times were had.

    If you do a playtest, color me interested.
    What is this, I don't even.

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    Default Re: [Homebrew RPG] Zombies!

    I would also be interested in playtesting. If/When it happens, PM me.

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    Default Re: [Homebrew RPG] Zombies!

    Roleplaying aspect - zombies communicate through moaning, roaring and gibberish, as it appears to humans, to them it appears to be a usual intelligible speech, problem solved.

    Class ideas:
    Spoiler
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    Lets borrow some stuff from L4D series:
    The Smoker from L4D, gets a long range tongue attack, via which he strangles his foe and drags the victim closer for a feast for himself and his buddies.
    The Charger - self-explanatory, should kinda lift his victim on his huge arm while running and smack him against the wall.
    The Jockey - this guy climbs on the victim and starts gnawing on him, can shift his weight to cause the victim to move in one direction or another.
    The Spitter - spits a nasty damaging goo, in which the longer the living victim stands, the more damage he receives. Should be useful with all these grabber guys.

    My ideas:
    The Psionic - a zombie which unlocked an it's unusual powers, able to affect their victim's psyche head on.
    The Fatty - a meat shield version two, possibly a variant of the "armored zombie"?
    The Spider - a sneaky zombie, who is able to crawl on walls and ceilings and uses it to his advantage.


    Subscribing, looking forward for more and waiting for a play-test.
    Last edited by Critical; 2010-12-26 at 02:30 PM.
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    Default Re: [Homebrew RPG] Zombies!

    Wow guys! Lots of great ideas here! Updates later tonight.

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    Default Re: [Homebrew RPG] Zombies!

    UPDATES!!!

    Check the original post. I have added some stuff for some of the classes. I am currently only running 10-level classes, and planning to (perhaps) make prestige options after 10th level.

    I think each class will likely have perhaps 2 or 3 abilities that advance as the character levels, and then a 2 or 3 other abilities mixed in with those (see the classes I have updated for examples). Is this going to be too boring, do you think? I don't want to pack every level with 2 or 3 abilities each, but I guess it could be done.

    What do you think of what I have so far? They aren't completed by any means, just a draft of the abilities I am working on.

    Feedback!!

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    Default Re: [Homebrew RPG] Zombies!

    Hmm... Well, here's one idea that noone's suggested yet. What about more skeletal zombies? Ones that have decayed quite severely? What sorts of advantages and/or drawbacks would they have?

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    Default Re: [Homebrew RPG] Zombies!

    Hmm... mostly decomposed zombies...

    They would have... I'm not sure.

    Damage mitigation? There isn't much left to injure, or perhaps certain weapons are less effective. What about increased agility/mobility? Better at hiding?

    Maybe they would just have an increased fear factor. People are easily frightened by a mostly-decomposed body (more-so than a relatively normal looking body).

    What do you guys think?

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    Default Re: [Homebrew RPG] Zombies!

    You could go with core abilities (which every member of that "class" has by default), selectable "class" abilities (unique to the "class" but need to be picked), and general abilities that some/all classes may choose.

    For instance, you could have a (scaling) climb speed ability unique to Runners, damage reduction ability that only the Armored Zombies can choose, or an "improved speed" ability selectable by anyone (except possibly Crawler zombies).

    So it's going to run somewhat like the D20 Modern class system? Is it possible to "multi-class" between archetypes? If so, will scaling abilities scale with character level, or just "class" level? Also, some "class" types will, by definition, be incompatible with each other (e.g. a Preserved could also be a Child Zombie and/or a Runner, but cannot "multi-class" as a Putrescent or a Crawler due to the obvious physical differences). Prestige class options could enhance one or more existing archetypes, (possibly) reconcile two otherwise incompatible archetypes, or unlock new abilities previously unavailable to any class (such as psionic zombies).

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    Default Re: [Homebrew RPG] Zombies!

    Quote Originally Posted by Doggie_arf View Post
    You could go with core abilities (which every member of that "class" has by default), selectable "class" abilities (unique to the "class" but need to be picked), and general abilities that some/all classes may choose.

    For instance, you could have a (scaling) climb speed ability unique to Runners, damage reduction ability that only the Armored Zombies can choose, or an "improved speed" ability selectable by anyone (except possibly Crawler zombies).

    So it's going to run somewhat like the D20 Modern class system? Is it possible to "multi-class" between archetypes? If so, will scaling abilities scale with character level, or just "class" level? Also, some "class" types will, by definition, be incompatible with each other (e.g. a Preserved could also be a Child Zombie and/or a Runner, but cannot "multi-class" as a Putrescent or a Crawler due to the obvious physical differences). Prestige class options could enhance one or more existing archetypes, (possibly) reconcile two otherwise incompatible archetypes, or unlock new abilities previously unavailable to any class (such as psionic zombies).
    No it'll be like 3.5 class system. For instance:

    Armored Zombie:
    Level 1: +1 attack, Armor +1
    Level 2: +2 attack, some other class ability
    Level 3: +3 attack, Armor +2
    Level 4: blah blah blah

    So each level, you will gain something. Many times, it will be an increase to an existing ability (like in D&D, casters just gain new spells/slots, or rogues gain increase sneak attack as they level).

    As to multiclassing, it would be possible to implement, though I haven't even started looking at the details for how to do that yet.

    As far as a Prestige, I'm thinking they will solidify and split a class into a couple different options (for instance, the crawler could take a PrC that focuses more on piggybacking, or take one that focuses more on going unnoticed and popping out at an opportune moment, or something like that). I had also thought about unlocking new (previously unavailable) options.

    Any thoughts on what I have posted so far for the classes?

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    Default Re: [Homebrew RPG] Zombies!

    In regards to the skeletal zombies, I think the answer is D: All of the above ideas you just mentioned. They would all do very well for a near-skeletal zombie.

    The question is, is it a base class, or a prestige class based on age? Or maybe some sort of aging mechanic for zombies that grants them those traits?

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    Default Re: [Homebrew RPG] Zombies!

    I would imagine either prestige class or a feat chain.

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    Default Re: [Homebrew RPG] Zombies!

    Quote Originally Posted by stormywaters View Post
    Any thoughts on what I have posted so far for the classes?
    Looks good so far, I think that you should combine previously mentioned Spitter with the Putrefactor, that'd be quite fitting. Make it a splash weapon spit attack with a recharge duration of 1d4 rounds or something, dealing 1d6 per 3 levels and inflicting various debuffs, I think that'd be fitting a lot. Also, make it that the spit stays for some time on the spot it landed, making the ones who passed through receive the same amount of damage and be subject to the debuff again. Voila, we have a nice and interesting combo of The Putrefactor and The Crawler.

    Any input on the psionic zombie idea? I imagined it to be something like the controller from STALKER.
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    Default Re: [Homebrew RPG] Zombies!

    I think a D20 Modern approach would be good, as it would give more flexibility for characters. Besides, is it's compatible with D20 Modern, you can have the most epic PvP ever.

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    Default Re: [Homebrew RPG] Zombies!

    I had already planned to add the spitting ability to the putrefactor, just haven't gotten there yet.

    I like the idea of some kind of zombie caster, but given the humorous nature of the game, I have to flavor it right. I am rolling around ideas and I will let you know.

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    Default Re: [Homebrew RPG] Zombies!

    Ok, looked over the d20 Modern classes again, and I love it. I have decided to switch to that system, since it fits perfectly.

    Check the original post for the updated trees for the Armored Zombie (probably getting renamed). I have two trees, I'll have to come up with another.

    None of the other classes have been rewritten yet.

    How's it look?

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    Default Re: [Homebrew RPG] Zombies!

    When you say "Moderate" weapons, I'm assuming you mean "Archaic".

    For a name, how about the "Bruiser"?

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    Default Re: [Homebrew RPG] Zombies!

    Quote Originally Posted by radmelon View Post
    When you say "Moderate" weapons, I'm assuming you mean "Archaic".

    For a name, how about the "Bruiser"?
    Bruiser sounds good!

    As to weapons, I will have my own weapon tables, etc. I'm not making this as a template that just overlays the d20 modern system, it'll be a completely new game. So Moderate weapons will be archaic weapons like swords and axes, as well as other weapons that require a degree of skill beyond merely swinging wildly.

    I will be drawing some things from Modern (like the system for classes, kind of), some things from 3.5, some from 4e, etc.

    The book will be a complete, stand-alone system, that will be easy enough to pick up for any gamers.

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    Default Re: [Homebrew RPG] Zombies!

    Ok, I have added more information to classes. I have two complete talent trees for the Bruiser (formerly the Armored Zombie).

    I have also added three complete talent trees for the Zombrat (formerly the child zombie).

    If you notice: CASTERS!!. I made the Zombrat a "caster" (psionic, I suppose). I think the flavor is pretty cool, so what do you guys think?

    I'm still thinking about making a dedicated caster/psionic class, but I'm not sure yet. Also, still no word on multiclassing, but bear with me.

    Feedback?

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    Default Re: [Homebrew RPG] Zombies!

    I don't really see the Zombrat a s a casting type. It seems a lot more like the witch from L4D, especially when combined with the Preserved zombie.

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    Default Re: [Homebrew RPG] Zombies!

    Bummer. I really liked the flavor of it.

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    Default Re: [Homebrew RPG] Zombies!

    Go ahead though, it is your game. Don't let me muck things up.

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    Default Re: [Homebrew RPG] Zombies!

    Well I will wait to see what other people think about it.

    I am also going to just make the Rager another talent tree for the bruiser I think.

    How do you feel about the talent trees so far?

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